;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;

;
;
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
12      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
25      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
3       ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
12      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
80       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Wind Tunnel,           4, 0,  X7,   Too,  0, 4    ; AFl
Mechanized Theory,     4, 0,  nil,  nil,  0, 0    ; Alp
Infantry AT Tactics,   4, 0,  Tac,  Env,  0, 0    ; Amp
Rocket Artillery,      4, 0,  Fun,  Mat,  0, 0    ; Ast
War Bonds,             4, 0,  ToG,  Phy,  0, 3    ; Ato
GERMAN 1,              4, 0,  no,   no,   0, 0    ; Aut
Dual Purpose Flak,     4, 0,  War,  MP,   0, 1    ; Ban
Pontoon Bridges,       4, 0,  nil,  nil,  0, 0    ; Bri
AA Defences,           4, 0,  nil,  nil,  0, 1    ; Bro
HAPPY 1,               4, 0,  no,   no,   0, 3    ; Cer
Amphibious Doctrine,   4, 0,  SFl,  Med,  0, 2    ; Che
Welded Armour,         4, 0,  Feu,  NP,   0, 0    ; Chi
Infantry Mortar,       4, 0,  Bri,  nil,  0, 0    ; CoL
Battle Analysis,       4, 0,  Rad,  AFl,  0, 4    ; CA
Torsion Bar Suspension,4, 0,  Ref,  Exp,  0, 4    ; Cmb
NO ITALIAN,            4, 0,  no,   no,   0, 0    ; Cmn
News Media,            4, 0,  Wri,  PT,   0, 3    ; Cmp
Female Workforce,      4, 0,  Plu,  Met,  0, 3    ; Csc
Self-loading Rifle,    4, 0,  Mas,  Cur,  0, 0    ; Cst
Jet Engine,            4, 0,  X7,   Eco,  0, 1    ; Cor
Radar,                 4, 0,  Bro,  nil,  0, 4    ; Cur
High Velocity Gun,     4, 0,  CoL,  Alp,  0, 0    ; Dem
Proximity Fuse,        4, 0,  Ban,  SFl,  0, 4    ; Eco
Combat Command,        4, 0,  Met,  Mag,  0, 0    ; E1
GERMAN 2,              4, 0,  no,   no,   0, 0    ; E2
Half-track,            4, 0,  Whe,  Cst,  0, 0    ; Eng
Air Assault,           4, 0,  Sea,  Ast,  0, 1    ; Env
Helicopter Design,     4, 0,  X2,  nil,   0, 1    ; Esp
Compact Radio,         4, 0,  Min,  Che,  0, 4    ; Exp
Motorized Infantry,    4, 0,  Tra,  Dem,  0, 0    ; Feu
DO NOT USE,            4, 0,  no,   no,   0, 0    ; Fli
Rifle Grenade,         4, 0,  Alp,  nil,  0, 0    ; Fun
Guided Rocket,         4, 0,  X4,   Sup,  0, 1    ; FP
Tank Radio,            4, 0,  Bri,  nil,  0, 0    ; Gen
NO RUSSIAN,            4, 0,  no,   no,   0, 0    ; Gue
DO NOT USE,            4, 0,  no,   no,   0, 0    ; Gun
Wonder Weapons,        4, 0,  San,  E1,   0, 4    ; Hor
BRITISH,               4, 0,  no,   no,   0, 0    ; Ind
RUSSIAN 1,             4, 0,  no,   no,   0, 0    ; Inv
Home Guard,            4, 0,  Bro,  Tra,  0, 0    ; Iro
Infantry Radio,        4, 0,  Iro,  Cst,  0, 0    ; Lab
United Nations,        4, 0,  Hor,   X4,  0, 3    ; Las
Heavy Armour,          4, 0,  Chi,  Min,  0, 0    ; Ldr
NO GERMAN,             4, 0,  no,   no,   0, 0    ; Lit
Aeronautics,           4, 0,  Stl,  Tac,  0, 1    ; Too
Airborne Warfare,      4, 0,  Phy,  Iro,  0, 1    ; Mag
Air brakes,            4, 0,  Bri,  nil,  0, 1    ; Map
Anti-tank Gun,         4, 0,  nil,  nil,  0, 0    ; Mas
Armoured Airframe,     4, 0,  Roc,  CoL,  0, 1    ; MP
Small Unit Tactics,    4, 0,  Bri,  Mas,  0, 0    ; Mat
Night Fighters,        4, 0,  War,  nil,  0, 1    ; Med
Armoured Infantry,     4, 0,  Min,  SFl,  0, 0    ; Met
Fire Support,          4, 0,  Pot,  Iro,  0, 0    ; Min
NO AXIS,               4, 0,  no,   no,   0, 0    ; Mob
NO DICTATORSHIP,       4, 0,  no,   no,   0, 0    ; Mon
HAPPY 2,               4, 0,  no,   no,   0, 3    ; MT
HAPPY 3,               4, 0,  no,   no,   0, 3    ; Mys
DO NOT USE,            4, 0,  no,   no,   0, 0    ; Nav
Improved Propolsion,   4, 0,  Ato,  E1,   0, 2    ; NF
Deisel Electric Engine,4, 0,  nil,  nil,  0, 2    ; NP
RUSSIAN 2,             4, 0,  no,   no,   0, 0    ; Phi
Forward Air Controller,4, 0,  Env,  Roc,  0, 1    ; Phy
Advanced Welding,      4, 0,  Ref,  AFl,  0, 0    ; Pla
Air Defence Network,   4, 0,  Ban,  Pot,  0, 1    ; Plu  
Naval Aviation,        4, 0,  Alp,  NP,   0, 2    ; PT
Panzer-grenadiers,     4, 0,  Eng,  Roc,  0, 0    ; Pot
Mobile AA,             4, 0,  X1,   Tac,  0, 1    ; Rad
DO NOT USE,            4, 0,  no,   no,   0, 0    ; RR
Hollow Charge,         4, 0,  X6,   Plu,  0, 0    ; Rec
Long Range Fighter,    4, 0,  Che,  Cor,  0, 1    ; Ref
Stressed Skin Aircraft,4, 0,  nil,  nil,  0, 1    ; Rfg
NO FRENCH,             4, 0,  no,   no,   0, 0    ; Rep
Stabilized Gun,        4, 0,  Cmb,  ToG,  0, 0    ; Rob
Tank Support,          4, 0,  Gen,  CoL,  0, 0    ; Roc
Precision Bombing,     4, 0,  Med,  Wri,  0, 1    ; San
Dive Bombing,          4, 0,  Map,  Rfg,  0, 1    ; Sea
Combined Operations,   4, 0,  Mat,  nil,  0, 0    ; SFl
NO BRITISH,            4, 0,  no,   no,   0, 0    ; Sth
Close Air Support,     4, 0,  Phy,  Pot,  0, 1    ; SE
Assault Rifle,         4, 0,  Tac,  X1,   0, 0    ; Stl
Main Battle Tank,      4, 0,  Las,  Pla,  0, 0    ; Sup
Sloped Armour,         4, 0,  Ldr,  Csc,  0, 0    ; Tac
HAPPY 4,               4, 0,  no,   no,   0, 3    ; The
Improved Optics,       4, 0,  Ast,  SFl,  0, 4    ; ToG
Pneumatic Tyres,       4, 0,  nil,  nil,  0, 4    ; Tra
NO AMERICAN,           4, 0,  no,   no,   0, 0    ; Uni
Heavy Bombers,         4, 0,  Cur,  CoL,  0, 1    ; War
Battlefield Recon,     4, 0,  NP,   nil,  0, 0    ; Whe
Code Breaking,         4, 0,  Fun,  nil,  0, 4    ; Wri
Nuclear Weapons,       4, 0,  FP,   Rec,  0, 4    ; ...
Covert Operations,     4, 0,  X5,   Ato,  0, 3    ; U1
Operational Jet,       4, 0,  U1,   Tac,  0, 1    ; U2
NO ALLIED,             4, 0,  no,   no,   0, 0    ; U3
Synthetic Oil,         4, 0,  Cmb,  nil,  0, 3    ; X1
Hand Held AT,          4, 0,  E1,   Cor,  0, 0    ; X2
Computerized Bombsight,4, 0,  SE,   Lab,  0, 1    ; X3
Terror Bombing,        4, 0,  U1,   NF,   0, 1    ; X4
Mass Media,            4, 0,  Plu,  E1,   0, 3    ; X5
Synthetic Rubber,      4, 0,  Rob,  Cor,  0, 3    ; X6
Advanced Fuel Engine,  4, 0,  X3,   E1,   0, 4    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Parliament,               20, 0,    nil,
Barracks,                 8,  1,    no,
Warehouses,               14, 4,    nil,
Theatre,                  8,  0,    nil,
Market,                   16, 0,    nil,
Library,                  16, 1,    nil,
Courthouse,               16, 1,    nil,
Fortifications,           0,  0,    nil,
Sewer System,             16, 2,    nil,
Bank,                     24, 0,    nil,
Cinema,                   24, 3,    nil,
University,               32, 3,    nil,
Transport System,         32, 4,    nil,
Radio Station,            20, 4,    nil,
Factory,                  40, 2,    nil,
Industrial Complex,       64, 6,    nil,
Radar Station,            40, 4,    nil,
Hospital,                 40, 2,    nil,
Power Plant,              32, 4,    nil,
Refinery,                 48, 4,    nil,
(Nuclear Plant),          32, 2,    no,
Trade Centre,             32, 4,    nil,
Waterworks,               24, 2,    nil,
Distribution Centre,      16, 3,    nil,
Motorways,                40, 5,    nil,
Research Lab,             32, 3,    nil,
Anti-aircraft battery,    20, 2,    nil,
Coastal Fortress,         16, 1,    nil,
Railway Yards,            64, 4,    nil,
Harbor,                   12, 1,    nil,
Shipyard,                 32, 3,    nil,
(Airodrome),              32, 3,    no,
Military Police,          12, 2,    nil,
Port Facility,            16, 3,    no,
(SS Structural),          16, 0,    no,
(SS Component),           32, 0,    no,
(SS Module),              64, 0,    no,
Taxes,                    60, 0,    nil,
Ukranian Grain,             20, 0,    nil,
The Third Republic,         20, 0,    nil,
Wall Street,                20, 0,    nil,
Strait of Gibraltar,        20, 0,    nil,
(Great Library),            30, 0,    no,
The Reichstag,              30, 0,    nil,
Anschluss,                  30, 0,    nil,
Blitzkreig Experience,      30, 0,    nil,
The Ploesti Oilfields,      30, 0,    nil,
(Marco Polo's Embassy),     20, 0,    no,
The Kremlin,                40, 0,    nil,
Nazi Science,               30, 0,    nil,
Mediterranean Fleet,        40, 0,    nil,
The Hungarian Parliament,   30, 0,    nil,
(Leonardo's Workshop),      40, 0,    no,
The Whitehouse,             40, 0,    nil,
The Senate,                 40, 0,    nil,
Swedish Iron Ore,           40, 0,    nil,
(Darwin's Voyage),          40, 0,    no,
Statue of Liberty,          40, 0,    nil,
Eiffel Tower,               30, 0,    nil,
(Women's Suffrage),         60, 0,    no,
The Skoda Works,            60, 0,    nil,
(Manhattan Project),        60, 0,    no,
(United Nations),           60, 0,    no,
(Apollo Program),           60, 0,    no,
American Science,           60, 0,    nil,
Westminster,                60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukranian Grain
nil,        ; The Third Republic              
nil,        ; Wall Street
nil,        ; Strait of Gibraltar
nil,        ; Great Library
nil,        ; The Reichstag
nil,        ; Anschluss
nil,        ; Blitzkreig Experience
nil,        ; The Ploesti Oilfields
nil,        ; Marco Polo's Embassy
nil,        ; The Kremlin 
nil,        ; Copernicus' Observatory
nil,        ; Mediterranean Fleet
nil,        ; The Hungarian Parliament
nil,        ; Leonardo's Workshop
nil,        ; The Whitehouse
nil,        ; Isaac Newton's College
nil,        ; Swedish Iron Ore
nil,        ; Darwin's Voyage 
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower 
nil,        ; Women's Suffrage
nil,        ; The Skoda Works 
nil,        ; Manhattan Project 
nil,        ; United Nations
nil,        ; Apollo Program 
nil,        ; SETI Program 
nil,        ; Westminster


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
; 
@UNITS
Missile (G),                 Lit,  1, 10.,1, 60a,0d,    2h,8f,  12, 0,  0, FP,  001000000000000
Engineer (U),                nil,  0,  2.,0, 0a, 2d,    2h,1f,  12, 0,  5, nil, 000000000000000
Infantry Rgt (D),            Mon,  0,  2.,0, 30a,18d,   3h,3f,  12, 0,  0, nil, 000001001000000
Infantry Bde (B),            Sth,  0,  3.,0, 30a,18d,   3h,3f,  12, 0,  0, nil, 000001001000100
Infantry Rgt (G),            Lit,  0,  2.,0, 32a,20d,   3h,3f,  12, 0,  0, nil, 000001001000000
Infantry Rgt (A),            Uni,  0,  3.,0, 30a,18d,   3h,3f,  12, 0,  0, nil, 000001001000100
Infantry Rgt (I),            Cmn,  0,  2.,0, 30a,18d,   3h,3f,  12, 0,  0, nil, 000001001000000
Freighter (U),               nil,  2, 12.,0, 0a, 18d,   3h,1f,  10, 2,  4, nil, 000000000000000
Rifle Rgt (R),               Gue,  0,  2.,0, 28a,18d,   3h,3f,  10, 0,  0, nil, 000101001000000
Partizan Bde,                Cer,  0,  2.,0, 28a,16d,   3h,3f,  1, 0,  0, nil, 000101001001010
Finnish Rgt (D),             Mon,  0,  3.,0, 30a,20d,   3h,3f,  12, 0,  0, nil, 000001001000010
Infantry Rgt (F),            Rep,  0,  2.,0, 30a,18d,   3h,3f,  12, 0,  0, nil, 000001001000000
Fallschirmjager Rgt (G),     Lit,  0,  2.,0, 32a,20d,   3h,3f,  16, 0,  0, Env, 000001101000010
Airborne Div (A),            U3,   0,  2.,0, 32a,20d,   3h,3f,  16, 0,  0, Mag, 000001101000010
Motorized Inf. Bde (B),      U3,   0,  4.,0, 30a,14d,   3h,3f,  16, 0,  0, Feu, 000000001000000
Armoured Inf. Rgt (A),       Uni,  0,  4.,0, 34a,14d,   3h,3f,  18,0,  0, Met, 000000001000000
Panzergrenadier Rgt (G),     Lit,  0,  4.,0, 34a,16d,   3h,3f,  18,0,  0, Pot, 000000001000000
Corps Artillery Rgt (U),     nil,  0,  1.,0, 54a,6d,    2h,4f,  24,0,  0, nil, 000000001000000
Anti-aircraft Rgt (U),       nil,  0,  2.,0, 18a,12d,   3h,2f,  10, 0,  0, Bro, 010000000000000
Reconaissance Rgt (U),       nil,  0,  6.,0, 0a, 12d,   2h,1f,  10, 0,  6, Whe, 101000000001011
Mobile Artillery Rgt (A),    U3,   0,  3.,0, 50a,6d,    2h,4f,  28,0,  0, Min, 000000001000000
SP Artillery Rgt (G),        Lit,  0,  3.,0, 50a,6d,    2h,4f,  28,0,  0, Min, 000000001000000
Flak Rgt (G),                Lit,  0,  2.,0, 22a,16d,   3h,2f,  20,0,  0, Ban, 010000000000000
Rocket Artillery Rgt (R),    Gue,  0,  4.,0, 38a,6d,    2h,4f,  24,0,  0, Ast, 000000001000000
Cavalry Bde (U),             Gue,  0,  4.,0, 28a,16d,   2h,2f,  10, 0,  0, nil, 000101000000011
Armoured Bde (B),            Sth,  0,  5.,0, 42a,12d,   3h,4f,  20,0,  0, nil, 000000000000000
Tank Bde (B),                Sth,  0,  3.,0, 48a,14d,   4h,5f,  26,0,  0, Ldr, 000000000000000
Panzer Rgt (G),              Lit,  0,  5.,0, 44a,14d,   3h,4f,  22,0,  0, nil, 000000000000000
Heavy Panzer Rgt (G),        Lit,  0,  3.,0, 50a,14d,   4h,5f,  28,0,  0, Chi, 000000000000000
Armoured RCT (A),            Uni,  0,  5.,0, 42a,12d,   3h,4f,  18, 0,  0, nil, 000000000000000
Heavy Armoured RCT (A),      Uni,  0,  3.,0, 48a,12d,   4h,5f,  24,0,  0, Ldr, 000000000000000
Armoured Rgt (I),            Mob,  0,  5.,0, 40a,10d,   3h,4f,  20,0,  0, nil, 000000000000000
Armoured Rgt (R),            Gue,  0,  6.,0, 42a,12d,   3h,4f,  18, 0,  0, nil, 000000000000000
Heavy Armoured Rgt (R),      Gue,  0,  3.,0, 48a,14d,   4h,5f,  26,0,  0, Ldr, 000000000000000
Armoured Bde (F),            Rep,  0,  3.,0, 46a,14d,   3h,4f,  24,0,  0, nil, 000000000000000
Submarine,                   nil,  2, 12.,0, 60a,12d,   3h,2f,  12, 0,  2, nil, 010000000001000
Destroyer,                   nil,  2, 12.,0, 32a,32d,   3h,1f,  12, 0,  2, nil, 110000000000000
Cruiser,                     nil,  2, 10.,0, 50a,50d,   3h,2f,  16, 0,  2, nil, 010000000000000
Battleship,                  nil,  2,  8.,0, 72a,72d,   4h,2f,  32,0,  2, nil, 010000000000000
Aircraft Carrier,            nil,  2,  8.,0, 6a, 54d,   4h,2f,  32,0,  2, nil, 010000010000000
Transport (U),               nil,  2,  8.,0, 0a, 18d,   3h,1f,  12, 8,  4, nil, 000000000000000
Fighter Sqd (G),             Lit,  1, 10.,2, 40a,6d,    2h,3f,  16, 0,  0, nil, 010000000010001
Fighter Sqd (A),             Uni,  1, 10.,2, 40a,6d,    2h,3f,  16, 0,  0, nil, 010000000010001
Fighter Sqd (I),             Mob,  1, 10.,2, 38a,6d,    2h,3f,  16, 0,  0, nil, 010000000010001
Fighter Sqd (R),             Gue,  1, 10.,2, 40a,6d,    2h,3f,  16, 0,  0, nil, 010000000010001
Fighter Sqd (F),             Rep,  1, 10.,2, 40a,6d,    2h,3f,  16, 0,  0, nil, 010000000010001
Fighter Sqd (B),             Sth,  1, 10.,2, 40a,6d,    2h,3f,  16, 0,  0, nil, 010000000010001
Agent (U),                   U3,   0, 2., 0, 0a, 0d,    3h,1f,  12, 0,  6, nil, 000001100000011
Ground Attack Sqd (G),       Lit,  1, 12.,3, 57a,6d,    3h,5f,  22,0,  0, Sea, 010000000000001
Trade Convoy (U),            nil,  0, 4., 0, 0a, 1d,    1h,1f,  10, 0,  7, nil, 000000000000011
Ground Attack Sqd (A),       Uni,  1, 12.,3, 55a,6d,    3h,5f,  20,0,  0, SE,  010000000000001
Ground Attack Sqd (R),       Gue,  1, 12.,3, 55a,6d,    3h,5f,  18, 0,  0, SE,  010000000000001
Bomber Sqd (B),              Sth,  1, 15.,4, 62a,9d,    3h,5f,  24,0,  0, War, 000000000000001
Bomber Sqd (G),              Lit,  1, 15.,4, 62a,9d,    3h,5f,  24,0,  0, War, 000000000000001
Bomber Sqd (A),              Uni,  1, 15.,4, 62a,10d,   3h,5f,  24,0,  0, War, 000000000000001
Bomber Sqd (I),              Mob,  1, 15.,4, 60a,9d,    3h,5f,  24,0,  0, War, 000000000000001
Bomber Sqd (R),              Gue,  1, 15.,4, 62a,9d,    3h,5f,  24,0,  0, War, 000000000000001
Bomber Sqd (F),              Rep,  1, 15.,4, 60a,9d,    3h,5f,  24,0,  0, War, 000000000000001
Jet Fighter Sqd (G),         Lit,  1, 16.,2, 48a,10d,    2h,3f,  22,0,  0, U2,  010000000010001
Jet Fighter Sqd (B),         Sth,  1, 16.,2, 48a,10d,    2h,3f,  22,0,  0, U2,  010000000010001
Bunker,                      Cer,  0, 0., 0, 1a,24d,    6h,1f,  5, 0,  0, nil, 010000000000000
Maritime Bomber Sqd (B),     Sth,  1, 30.,2, 45a,6d,    2h,3f,  20,0,  0, PT,  100000000001000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     3,2,  1,1,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,   ; Drt
Plains,     2,2,  1,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  no,   ; Pln
Grassland,  2,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  no,   ; Grs
Woods,      3,4,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  no,   ; For
Hills,      3,4,  1,0,0,   no,  1,10, 0,   yes, 3,10,  1,  no,   ; Hil
Mountains,  4,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,   ; Mou
Wasteland,  2,2,  2,1,1,   no,  1,10, 1,   no,  0, 0,  0,  no,   ; Tun
Town,       2,4,  2,1,2,   no,  0, 0, 0,   no,  1,15,  3,  no,   ; Gla
Swamp,      4,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  no,   ; Swa
Industrial, 2,4,  1,10,1,  no,  0,15, 6,   no,  0,15,  0,  no,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Oasis,      3,2,  2,2,3,
Timber,     2,2,  1,3,0,
Grassland,  2,2,  2,1,0,
Church,     3,4,  3,2,0,
Coal,       3,4,  1,2,0,
Copper Ore, 4,6,  0,1,6,
Sheep,      3,2,  3,1,0,
Town,       3,4,  1,1,4,
Crude Oil,  3,3,  1,8,0,
Chemical Plant, 2,4,  1,12,6,
Fish,       1,2,  3,0,2,
Minerals,   3,2,  1,8,0,
Wheat,      2,2,  3,1,0,
Grassland,  2,2,  2,1,0,
Lumber,     3,4,  1,2,3,
Iron Ore,   3,4,  1,4,0,
Minerals,   4,6,  1,4,0,
Steppe Oil, 3,2,  1,8,0,
Town,       2,4,  0,4,0,
Reeds,      4,3,  0,1,3,
Steel Works,2,4,  1,12,6,
Swordfish,  1,2,  1,3,3,




@GOVERNMENTS
Anarchy,        Supreme Commander, Supreme Commander,
Despotism,      Supreme Commander, Supreme Commander,
Monarchy,       Supreme Commander, Supreme Commander,
Government,     Supreme Commander, Supreme Commander,
Communism,      Supreme Commander, Supreme Commander,
Republic,       Supreme Commander, Supreme Commander,
Democracy,      Supreme Commander, Supreme Commander,

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Stalin,       Stalin,              0, 1, 3, Soviets,     Soviet,   1,  1, -1,     4, Comrade, Comrade, 5, Comrade, Comrade, 6, Comrade, Comrade,
Mussolini,    Mussolini,           0, 2, 0, Italians,    Italian, -1,  0,  0,     4, President, President, 5, President, President, 6, President, President,
Hitler,       Hitler,              0, 3, 2, Germans,     German,   1,  1, -1,     4, Fhrer, Fhrer, 5, Fhrer, Fhrer, 6, Fhrer, Fhrer,
Franco,       Franco,              0, 4, 1, Axis,        Axis,    -1,  0,  0,     4, General, General, 5, General, General, 6, General, General,
Deladier,     Deladier,            0, 5, 0, Americans,   American,-1, -1,  1,     4, King, King, 5, King, King, 6, King, King 
Churchill,    Churchill,           0, 6, 2, British,     British,  1,  1, -1,     5, Prime Minister, Prime Minister, 6, Prime Minister, Prime Minister, 
Mannerheim,   Mannerheim,          0, 7, 3, French,      French,   1,  1, -1,     1, 4, Field Marshal, Field Marshal, 
Stalin,       Stalin,              0, 1, 3, Soviets,     Soviet,   1,  1, -1,     4, Comrade, Comrade, 5, Comrade, Comrade, 6, Comrade, Comrade,
Mussolini,    Mussolini,           0, 2, 0, Italians,    Italian, -1,  0,  0,     4, President, President, 5, President, President, 6, President, President,
Hitler,       Hitler,              0, 3, 2, Germans,     German,   1,  1, -1,     4, Fhrer, Fhrer, 5, Fhrer, Fhrer, 6, Fhrer, Fhrer,
Franco,       Franco,              0, 4, 1, Axis,        Axis,    -1,  0,  0,     4, General, General, 5, General, General, 6, General, General,
Deladier,     Deladier,            0, 5, 0, Americans,   American,-1, -1,  1,     4, King, King, 5, King, King, 6, King, King 
Churchill,    Churchill,           0, 6, 2, British,     British,  1,  1, -1,     5, Prime Minister, Prime Minister, 6, Prime Minister, Prime Minister, 
Mannerheim,   Mannerheim,          0, 7, 3, French,      French,   1,  1, -1,     1, 4, Field Marshal, Field Marshal,
Stalin,       Stalin,              0, 1, 3, Soviets,     Soviet,   1,  1, -1,     4, Comrade, Comrade, 5, Comrade, Comrade, 6, Comrade, Comrade,
Mussolini,    Mussolini,           0, 2, 0, Italians,    Italian, -1,  0,  0,     4, President, President, 5, President, President, 6, President, President,
Hitler,       Hitler,              0, 3, 2, Germans,     German,   1,  1, -1,     4, Fhrer, Fhrer, 5, Fhrer, Fhrer, 6, Fhrer, Fhrer,
Franco,       Franco,              0, 4, 1, Axis,        Axis,    -1,  0,  0,     4, General, General, 5, General, General, 6, General, General,
Deladier,     Deladier,            0, 5, 0, Americans,   American,-1, -1,  1,     4, King, King, 5, King, King, 6, King, King 
Churchill,    Churchill,           0, 6, 2, British,     British,  1,  1, -1,     5, Prime Minister, Prime Minister, 6, Prime Minister, Prime Minister, 
Mannerheim,   Mannerheim,          0, 7, 3, French,      French,   1,  1, -1,     1, 4, Field Marshal, Field Marshal,

;
;   Trading Commodities
;
@CARAVAN
Brass,
Fuel,
Iron Ore,
Cloth,
Salt,
Coal,
Copper,
Steel,
Weapons,
Ammunition,
Artillery,
Explosives,
Cordite,
Gold,
Oil,
Troops,


@ORDERS
Fortify,            F
Fortified,          F
Rest,               S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airfield,     E
Go to,              G


@DIFFICULTY
Sergeant
Lieutenant
Captain
Colonel
General 
Field Marshal (Recommended)

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













